ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
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@@ -29,71 +29,73 @@
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#include "GPU_common.h"
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typedef enum {
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GPU_UNIFORM_NONE = 0, /* uninitialized/unknown */
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GPU_UNIFORM_NONE = 0, /* uninitialized/unknown */
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GPU_UNIFORM_MODEL, /* mat4 ModelMatrix */
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GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
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GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
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GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
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GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
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GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
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GPU_UNIFORM_MODEL, /* mat4 ModelMatrix */
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GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
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GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
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GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
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GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
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GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
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GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
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GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
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GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
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GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
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GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
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GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
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GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
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GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
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GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
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GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
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GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
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GPU_UNIFORM_NORMAL_INV, /* mat3 NormalMatrixInverse */
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GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
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GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
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GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
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GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
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GPU_UNIFORM_NORMAL_INV, /* mat3 NormalMatrixInverse */
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GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
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GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
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GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
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GPU_UNIFORM_COLOR, /* vec4 color */
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GPU_UNIFORM_EYE, /* vec3 eye */
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GPU_UNIFORM_CALLID, /* int callId */
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GPU_UNIFORM_OBJECT_INFO, /* vec3 objectInfo */
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GPU_UNIFORM_COLOR, /* vec4 color */
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GPU_UNIFORM_EYE, /* vec3 eye */
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GPU_UNIFORM_CALLID, /* int callId */
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GPU_UNIFORM_OBJECT_INFO, /* vec3 objectInfo */
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GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */
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GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */
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GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
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GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
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} GPUUniformBuiltin;
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typedef struct GPUShaderInput {
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struct GPUShaderInput *next;
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uint32_t name_offset;
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uint name_hash;
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/** Only for uniform inputs. */
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GPUUniformBuiltin builtin_type;
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/** Only for attribute inputs. */
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uint32_t gl_type;
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/** Only for attribute inputs. */
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int32_t size;
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int32_t location;
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struct GPUShaderInput *next;
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uint32_t name_offset;
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uint name_hash;
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/** Only for uniform inputs. */
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GPUUniformBuiltin builtin_type;
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/** Only for attribute inputs. */
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uint32_t gl_type;
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/** Only for attribute inputs. */
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int32_t size;
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int32_t location;
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} GPUShaderInput;
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#define GPU_NUM_SHADERINTERFACE_BUCKETS 257
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#define GPU_SHADERINTERFACE_REF_ALLOC_COUNT 16
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typedef struct GPUShaderInterface {
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int32_t program;
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uint32_t name_buffer_offset;
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GPUShaderInput *attr_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
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GPUShaderInput *uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
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GPUShaderInput *ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
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GPUShaderInput *builtin_uniforms[GPU_NUM_UNIFORMS];
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char *name_buffer;
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struct GPUBatch **batches; /* references to batches using this interface */
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uint batches_len;
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int32_t program;
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uint32_t name_buffer_offset;
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GPUShaderInput *attr_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
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GPUShaderInput *uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
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GPUShaderInput *ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
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GPUShaderInput *builtin_uniforms[GPU_NUM_UNIFORMS];
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char *name_buffer;
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struct GPUBatch **batches; /* references to batches using this interface */
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uint batches_len;
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} GPUShaderInterface;
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GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id);
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void GPU_shaderinterface_discard(GPUShaderInterface *);
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const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
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const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *, const char *name);
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const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *, GPUUniformBuiltin);
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const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *,
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const char *name);
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const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *,
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GPUUniformBuiltin);
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const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name);
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const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name);
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